Yamamoto et al., 2023 - Google Patents
Efficacy of a 6-week Novel Exergaming Intervention Guided by Heart Rate Zones on Aerobic Performance in Children with Fetal Alcohol Spectrum Disorder and …Yamamoto et al., 2023
View HTML- Document ID
- 9012990156258002405
- Author
- Yamamoto T
- Pandit B
- Viggiano M
- Daniels K
- Mologne M
- Gomez D
- Dolezal B
- Publication year
- Publication venue
- International Journal of Exercise Science
External Links
Snippet
The purpose of this study was to determine the feasibility of a novel exergaming intervention guided by heart rate zones for children and adolescents with fetal alcohol spectrum disorder (FASD) and attention-deficit/hyperactivity disorder (ADHD). Eight study participants (6 …
Classifications
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/16—Devices for psychotechnics; Testing reaction times; Devices for evaluating the psychological state
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/48—Other medical applications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/003—Repetitive work cycles; Sequence of movements
- G09B19/0038—Sports
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B23/00—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
- G09B23/28—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/22—Games, e.g. card games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2225/00—Other characteristics of sports equipment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/08—Raffle games that can be played by a fairly large number of people
- A63F3/081—Raffle games that can be played by a fairly large number of people electric
- A63F2003/082—Raffle games that can be played by a fairly large number of people electric with remote participants
- A63F2003/083—Raffle games that can be played by a fairly large number of people electric with remote participants played via television
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Benzing et al. | The effect of exergaming on executive functions in children with ADHD: A randomized clinical trial | |
Gao et al. | Effects of exergaming on motor skill competence, perceived competence, and physical activity in preschool children | |
Bonney et al. | The efficacy of two activity-based interventions in adolescents with developmental coordination disorder | |
Staiano et al. | Competitive versus cooperative exergame play for African American adolescents' executive function skills: short-term effects in a long-term training intervention. | |
Barnett et al. | Playing active video games may not develop movement skills: an intervention trial | |
Pessoa et al. | The Nintendo Wii as a tool for neurocognitive rehabilitation, training and health promotion | |
Bronner et al. | Physiological and psychophysiological responses to an exer-game training protocol | |
Arslan et al. | Effects of a 12-week structured circuit exercise program on physical fitness levels of children with autism spectrum condition and typically developing children | |
Martin-Niedecken et al. | Comparing the impact of heart rate-based in-game adaptations in an exergame-based functional high-intensity interval training on training intensity and experience in healthy young adults | |
Lee et al. | The effect of a virtual reality exergame on motor skills and physical activity levels of children with a developmental disability | |
Bock et al. | Mediators of physical activity between standard exercise and exercise video games. | |
Yamamoto et al. | Efficacy of a 6-week Novel Exergaming Intervention Guided by Heart Rate Zones on Aerobic Performance in Children with Fetal Alcohol Spectrum Disorder and Attention-deficit/Hyperactivity Disorder: A Feasibility Study | |
Emck et al. | PsyMot: an instrument for psychomotor diagnosis and indications for psychomotor therapy in child psychiatry | |
Asad et al. | Dementia-related serious games: a comparative study | |
Stanišić et al. | The effects of specially adapted basketball training program in adolescents with mental retardation: a pilot study. | |
Chamberlin et al. | 18 Active Video Games: Impacts and Research | |
Hao et al. | Functional physical training improves fitness and cognitive development in 4~ 5 years old children | |
Lloréns et al. | Self-awareness rehabilitation through a multi-touch virtual game board after acquired brain injury | |
McMahon et al. | Exercise technology interventions and individuals with IDD | |
Ladwig et al. | Comparative effectiveness of an adult social physical play versus traditional group exercise program for adherence and fitness: protocol for a randomized-controlled trial | |
Fózer-Selmeci et al. | The effects of computerized cognitive training on football academy players' performance | |
Carlier et al. | Cognitive exercise through body movement: Using a fun and short neuropsychological tool to adapt physical activity and enhance pleasure in individuals suffering from mental illnesses | |
Gao et al. | The cognitive benefits of playing a casual exergame | |
Evans | Physical activity level comparisons of individuals with autism spectrum disorder while playing active video games | |
Koivisto et al. | Mobile games individualise and motivate rehabilitation in different user groups |